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 No.26105

What's the best way to learn how to mod avatars?

I want to know how to make my own appliers and possibly start making my own textures.

What is the best source for understanding how to do this?

____________________________
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 No.26108

>>26105

http://slcacheviewer.com/ for texture ripping from your texture cache (clear your cache beforehand)

gimp/photoshop for texture editing

substance painter for painting textures directly onto the mesh (you will need the mesh for that, you can extract it with a copybot viewer), here's a torrent: https://my.mixtape.moe/hakzno.torrent

how to make applier:

http://wiki.secondlife.com/wiki/LlListen

http://wiki.secondlife.com/wiki/LlSay

http://wiki.secondlife.com/wiki/LlSetTexture

An applier consists of 2 objects, the actual applier and the source object. The source object has a script in it that listens on a specific channel and waits for a command for example "texture [texture uuid]", when such a command arrives it extracts the texture uuid from the message string and feeds it to llSetTexture. The actual applier contains the texture uuid and sends it with llSay to the specified channel when touched.

If by "making your own applier" you meant making appliers for existing mesh bodies, then simply grab a dev kit of them, they are usually free. They require you to edit a notecard usually to add the texture uuids, then drop that into a prim with their applier script.

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 No.26198

>>26108

can we stop flogging these viewers, also llRegionSayTo

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 No.26211

>>26198

Can you stop being a little bitch?

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 No.26220

>>26105

The great majority of people use just photoshop, GIMP, or SAI for texture modding. For baking or if you want to get super fancy, you can use 3d programs, and/or substance painter.

Substance painter is great, but it's NOT a substitute for actually learning how to shade, color, add texture, paint details, etc. You can apply pretty much anything you learn from digital painting tutorials to texturing. When you're ready to move to the next step and paint directly onto models, you can use 3dcoat, substance painter, or even just zbrush or blender. It depends on what you want. I seriously recommend actually learning to paint them a bit first, because a lot of beginners I see who texture straight from 3d programs end up making really flat and dead-looking textures, while not knowing what makes a texture look good in the first place.

When texturing, keep in mind that you want your texture to look good on low and high settings. Don't go overboard painting in details that aren't modeled in; it doesn't look good at high settings, where shadows won't look right in those areas. At the same time, do not leave areas looking flat; they should have some soft gradation at the very least. You can't rely on other people to have shadows on, so you do have to give them some shading.

If you have AO bakes (ambient occlusion), use them. These are shadows that are cast when all sides of an object are brightly lit. AO bakes shade in crevices where light wouldn't go on your mesh in the first place, so they're a great starting point.

If you have other bakes available, use them too! I combine bakes so that an object looks okay from most angles.

I honestly highly doubt you want to make the kind of appliers described above. If you mean appliers for bodies people are already using, start with Omega appliers. The dev kit is free:

https://marketplace.secondlife.com/p/Omega-System-Dev-Kit/6070969

You upload textures, right click them in your inventory, copy UUID, open up the "config" script in the Omega applier, and paste the UUIDs in. Its very simple once you get the hang of it.

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 No.26221

>>26211

no, i just dont want people getting "hacked"

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 No.26237

>>26221

SL cache viewer is fine.

It's not a client, so just run it sandboxed.

All it is does is extract textures from cache by decoding the files in it. Doesn't need a log in.

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 No.26240

Here's an article about making shapes, there's a long version that explains the basics about proportions and then goes into quirks and issues with the shape editor:

http://pennycow.blogspot.com/2011/08/matter-of-proportion.html

And a short version which is just the part about how you can use prims to help you figure out proportions:

http://pennycow.blogspot.com/2012/01/pennys-shape-making-guide-abridged.html

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 No.26241

>>26240

>thread about texturing

>post penny patton shape guide for retards for no reason

Stop shilling yourself, you aren't as smart, creative or knowledgable as you think you are.

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 No.26244

>>26241

Fuck that person trying to help, we're only good at being cunts here. Amirite fellow /vg/???

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 No.26251

>>26244

calm down vagak

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 No.26548

Any decent male mesh bods? Also, I know how to rip textures from my generic LL body, but how would I apply them to a male mesh bod?

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 No.26549

>>26548

Slink is nice and my current favorite. Adam is alright too, but a bit boxy in the chest. TMP is really pretty but a massive pain to use.

To apply your LL skin to a mesh body, rip the head/body/legs texture, upload it, then put it into an Omega applier. Obviously you'll need the relay for whichever body you use.

Here's the dev applier: https://marketplace.secondlife.com/p/Omega-System-Dev-Kit/6070969 You just gotta put in the UUIDs into the script, then you should be good to go.

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 No.26572

>>26549

Thank you ever so much!

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 No.26574

>>26549

Are there any modify permission enabled male mesh bodies?

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 No.26577

>>26574

I believe the Niramyth mesh body is moddable. It's a big, muscular mesh manbody made by the same guy who makes those popular werewolf and minotaur avatars.

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